mojira.dev

ophiochos

Assigned

No issues.

Reported

MCPE-32092 large worlds won't copy for Aquatic beta features Duplicate MCPE-19167 one of four skeleton horse skeleton riders sinks to ocean floor Cannot Reproduce MCPE-18657 mobs despawn or spawn at sea lanterns (while player is 20-30 blocks away) Cannot Reproduce MCPE-17948 minecarts disappear after crash Duplicate MCPE-17834 detector rails do not always deactivate Fixed MCPE-17831 no empty bowl after eating mushroom stew Fixed MCPE-17830 XP farms crash the game Invalid MCPE-13720 iPad Pro crash on turning (not on iPad Mini) Fixed

Comments

Due to the "up" button disappearing when reaching the top of scaffolding, the scaffolding can be unintentionally broken, resulting in falling / death.

A lot of people are (rightly) saying muscle memory should not be discarded so easily. But they might shrug at that. I think more critically the new arrangement doesn't work even for new users – the gaps are too big so you can try to move forward but fall between the buttons and destroy something with the pickaxe you're holding, and, even worse (it's real life) the stretch to reach the new D-pad is unsustainable and will lead to versions of RSI for anyone using a tablet. They managed to make this a health and safety problem!

Like many others, I cannot play on iPad now. I just dug a hole in the floor just trying to walk forwards, and my thumb hurts from stretching - I have large hands, so if I am struggling, everyone will struggle..

I am also seeing this on iPadOS. I am unable to confirm whether the crash logs are sent automatically (presumably a setting on iOS?) but can send the world in if it helps. It’s only about 20mb.  This is on iOS 15.01, Minecraft 1.17.34 with all vanilla settings - no experimental mode or add-ons etc. crash is reliably within 2-3 minutes of launch. 

In case it's relevant, it's not purely size (mine is 2.3 gb) and here it's more tolerant of larger numbers of mobs (eg villagers) but it still crashes frequently, and I'm pretty sure it's related to a timed action such as sugarcane trying to grow or mob spawners ticking over. But it's intermittent as my mob spawners can run for two or three minutes with me right next to them before something causes a crash.

I've also seen very rapid crashes with 1.6.1, when near a mob spawner. I'll do some proper testing this evening.

I've  been experimenting with this and firstly it seems to be less crashy with Pocket rather than Classic as the interface. Secondly, more reliably, the number of nearby mobs has a direct relationship with the crashing. More mobs (eg busy village, animal pen), the quicker the crash. I killed off most mobs in one area and it didn't crash for a good couple of hours (but as villagers bred and numbers went back up, crashing came back).

My world is crashing within a couple of minutes over and over. I’m happy to upload it but it’s 2.3 gigs. If you confirm you’d want such a large one I can upload it. Or, tell me if crash logs can be retrieved from the iPad. I’m conversant with imazing to retrieve anything that is retrievable. Cheers. 

WHen underwater monuments were introduced, they could spawn in areas that had not been explored for over three minutes. Perhaps when it moves out of beta, that will be possible again.

Apparently not🙂 Nice job.

It's definitely 1.2.9 not 1.2.8 and applies to any 'press and move more than 1' situation (eg trading).

1.2.6 seems to have broken ocean monument spawning of guardians in a site that worked reliably on 1.2.5 (iOS 11)

Confirm this is happening frequently for me on 1.1.2 (iOS, iPad Pro 9.7"). I'm losing valuable items so regularly I've surrendered my 'never cheated' status on this world and am maintaining a list of what exactly I have and the enchantments, and when they vanish, getting them back in creative. It's actually not worth playing to be honest, as I can't keep track of what has been lost, it's very common when I use a chest or hopper.

Still occurring in 1.06! They will spawn even if the block above is glass – ie there is theoretically no air.

[media]

Update. Still seems to happen in 1.0.5 (iOS)

Though they don't get trapped in the same way, I am still seeing mobs (mainly zombies) spawn in areas well-lit exclusively by sea lanterns (but with sunligth blocked) during daytime. This is with solid lines of sea-lanterns in passageways only four across.

But areas lit by sea-lanterns that are not continuous don't seem to have it happening. I've only seen it in continuous lines of them. Will keep exploring this (but just lost all the villagers in a large complex because of this argh)

Update: see attachment 2017-04-01 18.10.21.
They wander free, it seems, but spawn in the sea lanterns irrespective of light (note it is daytime and the skeleton should be burning)

[Said earlier -- I can't reproduce now. Have done a decent but not exhaustive testing.]

That's an awesome response. Thanks for not 'invaliding' me but I see what you mean😉
I'll keep an eye out when 1.06 hits iOS.

I find most mobs disappear erratically like this: villagers (penned in), sheep etc. That's in iOS 1.03 (do we have 1.04? Apparently not right now).

Have you tried restarting and is there much room on your device? i see strange things like this when iPad needs restarting/not enough room to save the game (worth a try!)

I've just seen this again in 1.03 on iPad Pro 9.7"

I'm not convinced it's fixed. It's always been random but I have a detector rail on here that I went over many many hours ago (of play - weeks or months in real life)

A further test showed this happened fairly quickly. the redstone was left active for about an hour (at which point i broke it).

It then reoccurred and the rail has remained active for many hours (still active). I'm also seeing it with redstone lamps that are lit by a hopper that no longer has any items in it.